diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 23b855acdc9..47d24970949 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -561,8 +561,9 @@ void Mesh::clear(bool preserve_voxel_data) subd_attributes.clear(); attributes.clear(preserve_voxel_data); + used_shaders.clear(); + if(!preserve_voxel_data) { - used_shaders.clear(); geometry_flags = GEOMETRY_NONE; } diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp index be43154fd93..f2347c79610 100644 --- a/intern/cycles/render/mesh_volume.cpp +++ b/intern/cycles/render/mesh_volume.cpp @@ -393,9 +393,6 @@ void VolumeMeshBuilder::convert_quads_to_tris(const vector &quads, /* ************************************************************************** */ -/* For debugging: render the created mesh using the default diffuse shader. */ -//#define RENDER_DIFFUSE - struct VoxelAttributeGrid { float *data; int channels; @@ -443,6 +440,8 @@ void MeshManager::create_volume_mesh(Scene *scene, return; } + /* Compute padding. */ + Shader *volume_shader = NULL; int pad_size = 0; foreach(Shader *shader, mesh->used_shaders) { @@ -450,12 +449,20 @@ void MeshManager::create_volume_mesh(Scene *scene, continue; } + volume_shader = shader; + if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_LINEAR) { pad_size = max(1, pad_size); } else if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC) { pad_size = max(2, pad_size); } + + break; + } + + if(!volume_shader) { + return; } /* Compute start point and cell size from transform. */ @@ -477,6 +484,7 @@ void MeshManager::create_volume_mesh(Scene *scene, volume_params.cell_size = cell_size; volume_params.pad_size = pad_size; + /* Build bounding mesh around non-empty volume cells. */ VolumeMeshBuilder builder(&volume_params); const float isovalue = mesh->volume_isovalue; @@ -540,26 +548,22 @@ void MeshManager::create_volume_mesh(Scene *scene, } } + /* Create mesh. */ vector vertices; vector indices; vector face_normals; builder.create_mesh(vertices, indices, face_normals); -#ifdef RENDER_DIFFUSE - int shader = mesh->used_shaders[0]->id; -#else - int shader = mesh->shader[0]; -#endif - mesh->clear(true); mesh->reserve_mesh(vertices.size(), indices.size()/3); + mesh->used_shaders.push_back(volume_shader); for(size_t i = 0; i < vertices.size(); ++i) { mesh->add_vertex(vertices[i]); } for(size_t i = 0; i < indices.size(); i += 3) { - mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], shader, false); + mesh->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false); } Attribute *attr_fN = mesh->attributes.add(ATTR_STD_FACE_NORMAL); @@ -569,6 +573,7 @@ void MeshManager::create_volume_mesh(Scene *scene, fN[i] = face_normals[i]; } + /* Print stats. */ VLOG(1) << "Memory usage volume mesh: " << ((vertices.size() + face_normals.size())*sizeof(float3) + indices.size()*sizeof(int))/(1024.0*1024.0) << "Mb.";